Spa Business issue 2 2012 - Leisure Opportunities
Spa Business issue 2 2012 - Leisure Opportunities
Spa Business issue 2 2012 - Leisure Opportunities
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CASE STUDY<br />
The SuperBetter online wellness game launched in March and in the first two months 20,000 users had registered – most were females aged 20-50<br />
<strong>Spa</strong>s could use game elements – like tracking progress – to make clients feel like<br />
every visit is a step towards a serious and tangible improvement in their lives<br />
Chelsea Howe,<br />
director of design,<br />
SuperBetter Labs<br />
G<br />
ame designer Jane McGonigal came<br />
up with the idea for SuperBetter<br />
when she found herself struggling to<br />
recover from severe concussion. It’s about<br />
helping players to achieve health and wellness<br />
goals – most commonly weight loss,<br />
healthier eating, regular exercise, stress<br />
reduction and better sleep – in their real<br />
lives and not just in a virtual world.<br />
It draws on core online gaming mechanisms<br />
– social involvement,<br />
overcoming obstacles, feedback<br />
and tracking progress<br />
– to help players achieve their<br />
goals. They recruit allies, complete<br />
quests (steps to help<br />
them achieve goals), battle<br />
bad guys (things standing in their way), and<br />
activate power ups (boosts to keep them<br />
motivated). The game was designed to<br />
increase players’ resilience – their ability to<br />
stay optimistic, curious and energised in the<br />
face of challenges – and McGonigal thinks<br />
spa consumers would find this attractive.<br />
The game launched on 9 March and had<br />
20,000 users in the first two months. It<br />
SuperBetter could help<br />
spas customise their<br />
services once a client<br />
leaves, says Howe<br />
Chelsea Howe<br />
currently has slightly more<br />
female players than male,<br />
mostly aged 20-50.<br />
<strong>Spa</strong>s can use Super-<br />
Better as an additional<br />
resource for clients who<br />
are looking to achieve personal health or<br />
wellness goals. Operators can also create<br />
their own Power Pack to complement their<br />
brand, product philosophy and approach to<br />
health and wellness. Alternatively, Super-<br />
Better Labs has developed Power Packs<br />
that blend in-game content, scientific<br />
research and expert advice from leading<br />
doctors, psychologists and researchers.<br />
In the past, a customer might leave a<br />
spa with recommendations to improve their<br />
daily lives. However, games like –ensure<br />
that these recommendations won’t get lost<br />
or forgotten.<br />
Right now, most people play games in<br />
brief spurts throughout the day: online or<br />
on their phones. Most spas have few –<br />
if any – offerings that are accessible on<br />
the go and take less than five minutes.<br />
By integrating games into their repertoire<br />
– to induce feelings of relaxation, comfort,<br />
serenity and confidence, just like spa<br />
services do – spas can integrate their programmes<br />
into client’s lives even after they<br />
leave the building.<br />
In addition, spas could use elements of<br />
games – like tracking progress towards a<br />
bigger goal or giving clear feedback – to<br />
make clients feel like every visit is a step<br />
towards a serious and tangible improvement<br />
in their lives. Instead of just arriving for a<br />
treatments, clients would feel like they’re<br />
starting a journey towards a lifestyle that is<br />
more mindful, stress free and focused.<br />
Howe has headed up the design of<br />
SuperBetter for the past 10 months<br />
and has just received the <strong>2012</strong> Rising<br />
Star Award from Women in Gaming.<br />
Details: www.superbetterlabs.com<br />
SPA BUSINESS 2 <strong>2012</strong> © Cybertrek <strong>2012</strong> Read <strong>Spa</strong> <strong>Business</strong> online spabusiness.com / digital 83